My judging, sorted by score:
Notus
Technical: 9, Pretty good, some misaligned textures, lighting doesn't look accurate for night time.
Aesthetics: 8, not bad, but it could be pushed a lot further with some additional details and lighting. Also not a fan of the ground texture used for large areas.
Gameplay: 8, Good flow overall. One path has a bad deadend, though, and it's right next to a somewhat difficult jump. Also, no item pickups, just spawn and spray. I like most of the layout, though. The barred window usually has some interesting encounters.
Innovation: 2, Nothing really new here.
Total: 27
Minority Report
Technical: 9, no major issues, a couple small texture alignment issues.
Aesthetics: 8, Pretty good overall, but I dislike a couple of the texture choices.
Gameplay: 6, Jump pads are awkward, flow could be improved, a lot of the areas of the map go unused, could use some more item pickups to encourage people to go to other areas of the map.
Innovation: 3, Kind of unique.
Total: 26
Center Parcs
Technical: 7, some misaligned textures. Not very good use of visibility tool.
Aesthetics: 5, overall theme is good, but everything is very blocky and does not look like a convincing environment.
Gameplay: 8, Not sure if it's because there were fewer people, but I think I liked the gameplay most on this map. There was plenty of cover, and you actually had to think about your shots since the equipment was pretty low-end. You didn't just spawn and spray like most of the other maps. Could stand to have a few paths opened up, though. The autococker is a bit overpowered, too, but I like the fight for equipment - maybe drop it to a spyder or carbine.
Innovation: 2, Nothing really new here.
Total: 22
Unrated's Big Island
Technical: 5, high r_speeds, visibility issues, sand should be phong shaded (maybe it wouldn't compile?)
Aesthetics: 6, Average-ish
Gameplay: 6, fun to battle over the 1 weapon on the map only to run out of co2 when you get it then have to run around like an idiot avoiding getting shot while you reload. Spawns in the water facing away are bad, though, and the island should slope all the way into the water, no t have cliffs where you can't easily get up.
Innovation: 3, Kind of different.
Total: 20
Applejuice Land
Technical: 6, large number of misaligned textures, some misaligned brushes, lack of clip brushes.
Aesthetics: 6, Average-ish.
Gameplay: 5, No incentive to move. No item pickups (you spawn with everything) aside from 1 autococker. As soon as you move, you get shot in the back by somebody spawning behind you. Not really any good flow between the low and high parts of the map (ladders and complicated jumping get you killed instantly). Nothing really isolates the battles. It's just a big cluster. I pretty much never got killed by the person I was fighting with - almost always by somebody spawning behind or beside me. Maybe 8 players is too much for this map.
Innovation: 2, Nothing really new here.
Total: 19
Bouncing Arena
Technical: 8, Not much to it, but the lighting doesn't really match the sky and needs to be a bit brighter to fix the splotchyness (and players are difficult to see, especially blue).
Aesthetics: 5, Kind of bland.
Gameplay: 2, Didn't like this one at all. No strategy, no control, and it's almost impossible to lead people because you don't know which way they're going to bounce (or which way you're going to bounce).
Innovation: 3, It's unique at least.
Total: 18
Area52
Technical: 5, High r_speeds, doesn't look like the grid was used (lots of things slightly misaligned).
Aesthetics: 7, Kind of cool looking, but nothing spectacular.
Gameplay: 2, Doesn't support DM mode, spawns facing the wall, water is annoying, not much cover, not much in the way of item pickups.
Innovation: 3, somewhat interesting style and custom skybox.
Total: 17